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I feel like designing some new monsters, and I'm taking requests...


Suggestions/House Rules/Homebrew

101 to 150 of 719 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

I'd like to see Warmech from Final Fantasy 1, or some similar super powerful robotic warmachine of a fallen ancient civilization. Preferably it should have the robot subtype, not just being a robot-like magical construct.

RPG Superstar 2009 Top 16, 2012 Top 32

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@A CR20 Seagull: You can duplicate the clip from your link with any incorporeal or burrowing creature, since that was just a creature ambushing someone by reaching out of a solid surface. Here's an off-the-wall incorporeal aberration that's particularly good at that tactic:

Living Rift (CR 8):
This web-like pattern of shifting, disembodied cracks dances through the air like so much lightning.

Living Rift (CR 8)
XP 4,800
CN Medium aberration (elemental, incorporeal)
Init +8; Senses darkvision 60 ft., x-ray vision 60 ft.; Perception +23
---
AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 dodge)
hp 65 (10d8+20)
Fort +5, Ref +9, Will +9
Defensive Abilities displacement, freedom of movement, incorporeal; Immune confusion and insanity effects, elemental traits; SR 19
Weaknesses visible passage
---
Speed fly 40 ft. (perfect)
Melee incorporeal touch +11 (5d6 slashing damage)
Special Attacks confusing gaze
Spell-Like Abilities (CL 10th; concentration +14)
Constant—displacement (3rd), freedom of movement (4th)
At will—greater teleport (self only) (7th), plane shift (self only) (7th), solid fog (4th), telekinesis (5th) (DC 19)
3/day—create pit (2nd) (DC 16), reverse gravity (one 10-ft. cube only) (5th)
---
Str —, Dex 18, Con 15, Int 14, Wis 14, Cha 19
Base Atk +7; CMB +11; CMD 25 (can't be tripped)
Feats Dodge, Combat Reflexes, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes
Skills Acrobatics +17, Intimidate +17, Fly +25, Perception +23, Sense Motive +17, Stealth +17; Racial Modifiers +8 Perception
Languages envisaging (as per the aeon subtype)
SQ portable hole
---
Environment any
Organization solitary, pair, or kaleidoscope (3–8)
Treasure standard
---
Confusing Gaze (Su) Confusion (as per the spell, CL 10th), 30 feet, Will DC 18 negates. This gaze is only active if the living rift used a non-constant spell-like ability since the beginning of its most recent turn. A creature that successfully saves against a living rift's gaze is immune to the effects of that rift's gaze for 24 hours. The save DC is Charisma-based.
Portable Hole (Ex) Every living rift generates a portable hole (as per the magic item) that can be picked up and manipulated by both corporeal and incorporeal creatures. If this hole is destroyed while the rift still lives, a new one forms in 24 hours. One hour after the death of a living rift, its portable hole evaporates, dumping anything still contained within onto the Astral Plane.
Visible Passage (Ex) When a living rift is inside a solid object and adjacent to its surface, that surface displays subtle distortions that can be noticed as if they were a trap (Perception DC 24), alerting creatures to the living rift's presence. In addition, any bonus a creature gains to its Armor Class against traps also applies to its Armor Class against attacks a living rift makes while inside a solid object, even if the creature failed to notice the living rift's presence prior to its attack.
X-Ray Vision (Ex) A living rift continually views the world from outside the normal three dimensions of space. As a result, it's line of sight is not blocked by solid objects within 60 feet, allowing the rift to simultaneously see everything within that range, including the solid objects its vision pierces. Solid objects still block line of effect for a living rift's spell-like abilities, as normal.

Spontaneously formed from the fabric of reality itself, a living rift is a sentient spatial distortion. Living rifts exist in higher dimensions than other creatures, affording them many curious advantages, including the ability to move and see through solid objects, as well as a number of space-bending spell-like abilities. Something about the manner in which a living rift performs such feats seems inexplicably wrong to most observers, straining their minds for having merely witnessed it.

Though rather clever, the living rift has capricious, alien motivations. More often than not, a living rift acts upon passing whims, providing assistance or targeting creatures with mischief or violence as the mood strikes it. Living rifts are also avid collectors of curious objects, carrying assorted treasures they have found or stolen in portable holes of their own creation.

@Void Munchkin: Paizo already has rules for Small fey PC races in the Advanced Race Guide playtest document.

@Kryzbyn: I'm not taking requests for NPCs with class levels at this time.

@lordzack: Here's a super-powerful war machine which may or may not be magical (its abilities are all extraordinary):

Gun Titan (CR 25):
This mechanical colossus of bulky, armored plates has many-barreled canons where its hands should be.

Gun Titan (CR 25)
[/b]XP 1,638,400[/b]
N Colossal construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +43
---
AC 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, –8 size)
hp 300 (40d10+80); fast healing 40
Fort +13, Ref +28, Will +13
Defensive Abilities bulletproof, indestructible; DR 15/epic; Immune acid, cold, construct traits, magic
---
Speed 50 ft.
Melee 2 slams +36 (10d6+37/x3)
Ranged 2 cannons +36 vs. touch AC (16d6/x4)
Space 30 ft.; Reach 30 ft.
Special Attacks bombs, meltdown, strafe, trample (as part of a move action, 10d6+22, DC 40)
---
Str 41, Dex 41, Con —, Int —, Wis 11, Cha 1
Base Atk +40; CMB +63; CMD 76
Feats Awesome Blow (B), Improved Bull Rush (B), Power Attack (always active) (B)
Skills Acrobatics +11 (+40 when jumping); Racial Modifiers +24 Acrobatics when jumping
SQ armor plating, unlimited ammunition
---
Environment any
Organization solitary
Treasure none
---
Armor Plating (Ex) A gun titan has a maximum Dexterity bonus to Armor Class of +3 and a –4 armor check penalty, as if it were wearing a breastplate.
Bombs (Ex) As a standard action, a gun titan can launch up to four bombs from launchers incorporated into its shoulders. Each bomb must be launched at least 50 feet, and has a maximum range of 1000 feet. A bomb explodes in a 30-foot-raidus burst, dealing 6d6 points of bludgeoning and piercing damage to creatures and objects (no save). It ignores the hardness of stone and wood.
Bulletproof (Ex) A gun titan counts its full Armor Class as its touch Armor Class against attacks made with firearms.
Immunity to Magic (Ex) A gun titan is immune to any spell or spell-like ability that allows spell resistance.
Indestructible (Ex) A gun titan is nearly impossible to destroy. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the gun titan is helpless unless above 0 hit points. It can only be permanently destroyed by a sphere of annihilation or by breaching the core of its body. A gun titan's core is breached once it has taken a cumulative total of 900 points of damage (after damage reduction) while at negative hit points. This damage need not be dealt all at once.
Meltdown (Ex) When a gun titan is permanently destroyed, the core of its body cracks open, exposing the nuclear fire that powered it. The gun titan's remains are completely destroyed. The space once occupied by the gun titan permanently gains the fire-dominant planar trait in place of any other elemental planar trait, and permanently emanates invisible poison whose effects are dependent upon an exposed creature's distance from the poison's source, as follows:
Invisible Poison (1000 ft. from source): Poison—emanation (creatures exposed once per hour); save Fort DC 10; frequency 1/day; effect 1d2 Con damage; cure 1 save.
Invisible Poison (240 ft. from source): Poison—emanation (creatures exposed once per minute); save Fort DC 15; frequency 1/hour; effect 1d2 Con damage; cure 2 consecutive saves.
Invisible Poison (60 ft. from source): Poison—emanation (creatures exposed once per round); save Fort DC 20; frequency 1/minute; effect 1d2 Con damage; cure 3 consecutive saves.
Strafe (Ex) A gun titan's cannons have multiple, rotating barrels that fire at fully-automatic speeds. Whenever a gun titan attacks with a cannon, it may make a single attack that strafes a 30-foot line whose two endpoints are anywhere within the cannon's range. The gun titan makes an attack roll against each target within that line, dealing cannon damage to each target successfully hit.
Trample (Ex) A gun titan can use its trample ability as part of a move action instead of using it as a full-round action. It can still deal trample damage to a given creature only once per round.
Unlimited Ammunition (Ex) A gun titan's body continuously absorbs elements from its environment and uses these raw materials to generate bombs and ammunition. As a result, a gun titan never runs out of these munitions.

Built by an unknown, ancient race, gun titans are golem-like war machines that take the form of colossal bipeds with cannons for hands. Their bodies are sculpted from bundles of glass-like fibers encased in armored, ceramic plates as hard as adamantine. At the heart of each gun titan is a ball of poisonous fire the glows as bright as the sun, providing the titan with nearly limitless energy. Although gun titans resemble golems, the means of crafting and animating their component parts are beyond anything currently known. Gun titans are, effectively, minor artifacts. Some would call them major artifacts.

The relics of a lost civilization, gun titans are beholden to arcane programming whose logic makes little sense in the modern world. A given gun titan is prone to stand, statue-like and immobile, for centuries at a time, only to explode into a weeks-long campaign of violence without warning or provocation, laying waste to its immediate surroundings. Currently, no one knows what it is that provokes such a rampage. At least one secretive cabal exists that seeks to uncover and exploit that knowledge.

Can anyone say, "Pyrrhic victory?"


Wow o.o This is like, -perfect- for what I wanna use it for. Amazing work as always!


I already started this as a new thread but how about: Cephalophore is a saint who is generally depicted carrying his or her own head; in art, this was usually meant to signify that the subject in question had been martyred by beheading.


Epic Meepo wrote:


@Void Munchkin: Paizo already has rules for Small fey PC races in the Advanced Race Guide playtest document.

I think I missed to boat on this one.

Osirion

Thank you Epic Meepo for taking our requests!!! Amazing beasties so far!

Here's brainstorm from me: CR 10, aberration, medium or large(?), lower body a mass of thick tentacles that ooze slithery goo for locomotion and asist attack (a grease effect around it that it is immune to?), an upper torso perhaps reptilian (natural armor?), with three arms (multi-attacks) that could hold weapons or maybe just claws, and a cyclopean head with a nasty, drooling maw, and a long mysterious glowing horn on top. The horn should be the beast's weakness and also serve as an important material component for powerful magic items if removed from the beast's corpse. The beastie should be intelligent and could be useful as a guardian monster for the BBEG. Perhaps they have their own vile civilization in the Dark Tapestry or some fantasy planet, and are summonable?

A second thought about CR: maybe a medium version at CR 6 to 8, and a large version at CR 10 to 12?

Have fun! :-D

Shadow Lodge

Mr. Meepo, if you really enjoy creating monsters, I have a proposition for you. I'm looking for someone to help design some creatures for a project of ours.

Feel free to get in touch if you are interested in some work!

Necro [at] tpkgames [dot] com


Great thread, I'm really enjoying reading through it.

Now I know at the beginning you said "No Animals"

But I was hopeing you might make an exception.

Curruntly there is no Dinosaur over CR 10ish.

Yes I know you could just stick advanced x4 and giant x2 +a lot of RHD but frankly that sucks.

you end up with more of the same. just slightly better at it.

Can you come up with a truly unique Dino, a real king of the wild. shoot for the high 18s? CR wise

But a REAL CR 18.

I have no idea how. I have no idea what it might do.

Thanks in advance.


Epic Meepo wrote:

@Ma Gi: Here's a mummified crypt guardian:

Mummy, Minotaur (CR 10):

First off, thanks for taking my request. However, I should have been more specific and clarified my request. I was hoping for some balanced mixture between the "Mummy" from Bestiary and the "Crypt Thing" from Bestiary 2, that is about CR10, uses defining traits from each, and maybe also wields weapons.

If you are willing, I'd appreciate it if you took a second go. Otherwise, you can just ignore my request.

RPG Superstar 2009 Top 16, 2012 Top 32

2 people marked this as a favorite.

@Karlgamer: Here's a template that can be used to create a cephalophore, as well as other fabled denizens of the afterlife:

Worthy Dead (CR 12):
This humanoid warrior is covered in scars that resemble lethal wounds.

Beatified Saint (CR 12)
XP 12,800
Worthy dead human paladin 12
LG Medium outsider (extraplanar, resurrected)
Init –1; Senses darkvision 60 ft.; Perception +6
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
---
AC 22, touch 9, flat-footed 22 (+9 armor, –1 Dex, +4 shield)
hp 128 (12d10+62)
Fort +15, Ref +8, Will +13
Defensive Abilities divine grace +5; DR 5/magic; Immune undead traits
---
Speed 20 ft., fly 20 ft. (average)
Melee +1 evil outsider bane scimitar +15/+10/+5 (1d6+3/15–20) or light hammer +14/+9/+4 (1d4+2)
Ranged light hammer +11 (1d4+2)
Special Attacks channel positive energy (DC 21, 6d6), smite evil (+5 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +17)
At Will—detect evil
Paladin Spells Prepared (CL 9th; concentration +14)
3rd—dispel magic, magic circle vs. evil
2nd—bull's strength, resist energy, shield other
1st—bless weapon, divine favor (2), lesser restoration
---
Str 15, Dex 8, Con —, Int 12, Wis 10, Cha 20
Base Atk +12; CMB +14; CMD 23
Feats Alignment Channel, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Improved Critical (scimitar), Magical Aptitude, Power Attack
Skills Diplomacy +20, Handle Animal +10, Knowledge (religion) +10, Perception +6, Perform (oratory) +6, Sense Motive +10, Spellcraft +20, Use Magic Device +21
Languages Celestial, Common
SQ aura of good, divine bond (weapon +3), lay on hands (6d6, 15/day [4 for channeling only]), mercies (sickened, diseased, nauseated, stunned)
---
Environment any (Heaven)
Organization solitary, pair, or gospel (3–13)
Treasure NPC gear (+1 half-plate of invulnerability, +2 heavy steel lion's shield, +1 evil outsider bane scimitar, cold iron light hammers (2); headband of alluring charisma +2, silver holy symbol, other gear)

Beatified saints are the risen souls of mortals who performed exceptional deeds in the name of all that is lawful and good. Many were martyrs before being resurrected as heavenly outsiders, their new bodies reflecting the mortal wounds they received in their past life. All beatified saints have gleaming halos and feathered wings, though the wings of many are invisible.

Cephalophore (CR +0) A cephalophore is beatified saint whose mortal life ended in beheading. The cephalophore remains headless in the afterlife, but can see, hear, smell, and speak through an invisible scrying sensor that takes the place of its head. The head of the cephalophore's previous body, which the cephalophore may or may not carry with it in the afterlife, is preserved as a holy relic. This relic functions as a darkskull, except its aura has the good descriptor instead of the evil descriptor, and it radiates a hallow effect instead of an unhallow effect.

Einherjar (CR 12) An einherjar is the chaotic good equivalent of a beatified saint, a righteous berserker chosen by the angels to battle the forces of evil until the end of time. An einherjar has no halo, no wings, and no fly speed, but has resistance to cold and fire 10 and a +2 bonus to Charisma. A typical einherjar was an 11th-level barbarian while mortal, and retains those class levels as an outsider.

Creating a Worthy Dead
The worthy dead are the souls of mortals whose lives and deeds have pleased their deities. Upon death, they are transformed into outsiders that retain the abilities they had in their previous life.

"Worthy dead" is an acquired template that can be added to any creature whose soul migrates to one of the Outer Planes following its death (henceforth referred to as the base creature). The worthy dead uses all of the base creature's statistics and abilities except as noted below.

CR: As base creature +1.

Type: The creature's type changes to outsider and it gains the resurrected subtype. An outsider with the resurrected subtype has the traits of the undead type instead of those of the outsider type, even though it is a living creature. Do not recalculate HD, saves, or skills.

Immune: The creature has undead traits as a result of the resurrected subtype.

Abilities: The creature has a null Constitution score as a result of the resurrected subtype. If the base creature's Constitution score was greater than its Charisma score before applying this tmeplate, it's Charisma score increases to equal its prior Constitution score.

Petitioner Traits: The creature gains the same traits as a petitioner native to its home plane, as per the petitioner template.

@Winterthorn: I'm pretty sure you just described a close approximation of Zargon. I believe he has a 3.5 stat block in Elder Evils, though you may need to reduce his HD to get him down to CR 10.

@ Ma Gi: If you want a straight-up combination of crypt thing and mummy, that's more of an advanced existing monster than a new monster. Just give a crypt thing the advanced template, mummy rot, and vulnerability to fire. Add four levels of fighter if you want it to be CR 10 and skilled with weapons.

RPG Superstar 2009 Top 16, 2012 Top 32

@Necroblivion: I'm intrigued. Email sent.

RPG Superstar 2009 Top 16, 2012 Top 32

2 people marked this as a favorite.

@Thefurmonger: Okay, I'm bending the rules and making an animal, just this once, but only because it comes with a template:

Primeval Beast (CR 19):
This enormous, bipedal dinosaur has undersized forearms and an over-sized, fang-filled mouth.

Tyrant Lizard (CR 19)
XP 204,800
Primeval 27-HD tyrannosaurus
N Colossal animal
Init +6; Senses blindsight 60 ft., low-light vision, scent; Perception +50
---
AC 27, touch 4, flat-footed 25 (+2 Dex, +23 natural, –8 size)
hp 364 (27d8+243)
Fort +24, Ref +17, Will +15
DR 10/—; Immune fear, mind-affecting effects; Resist cold 10, fire 10
---
Speed 60 ft.
Melee bite +36 (8d6+40/19–20 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks fast swallow, swallow whole (4d6+20, AC 21, hp 36), unexpected strike
---
Str 50, Dex 15, Con 29, Int 2, Wis 23, Cha 10
Base Atk +20; CMB +48 (+52 grapple); CMD 60
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Improved Vital Strike, Iron Will, Power Attack, Run, Skill Focus (Perception), Vital Strike
Skills Perception +50; Racial Modifiers +8 Perception
SQ powerful bite
---
Environment warm forest and plains
Organization solitary, pair, or pack (3–6)
Treasure none
---
Powerful Bite (Ex) A tyrant lizard applies twice its Strength modifier to bite damage.
Unexpected Strike (Ex) Whenever a creature enters a square threatened by a tyrant lizard, that creature provokes an attack of opportunity from the tyrant lizard, even if its movement would not normally do so.

The primeval tyrannosaurus, or tyrant lizard, is a throw-back to a prehistoric age when beasts ruled the world. Though that time has passed, several ancient tyrant lizards and their progeny live on, to rule hidden "lost worlds" as the apex predators they have been since the dawn of time.

A tyrant lizard is a terror to behold, especially when hungry (and a tyrant lizard is always hungry). In combat, a tyrant lizard relies heavily on its Greater Vital Strike and Power Attack feats to deal frightful amounts of damage with its standard action bite attacks.

Creating a Primeval Beast
"Primeval beast" is an inherited template that can be added to any Huge or larger animal, plant, or vermin that doesn't have a language (henceforth referred to as the base creature). The primeval creature uses all of the base creature's statistics and abilities except as noted below.

CR The creature's minimum CR equals its base attack bonus –1.

Senses If the creature has 5 or more HD, it gains blindsense with a range equal to its reach. If it has 15 or more HD, it instead gains blindsense with a range equal to twice its reach. If it has 25 or more HD, it instead gains blindsight with a range equal to twice its reach.

Speed If the creature has 5 or more HD, all of its speeds improve by 10 feet. In addition, if the creature is Gargantuan or larger, all of its speeds increase by 10 feet. These increases stack.

AC If the creature has 5 or more Hit Dice, it's natural armor increases by +2. If it has 25 or more HD, its natural armor increases by an additional +2.

Defensive Abilities The creature gains DR/—, resist cold, and resist fire each equal to one-half its base attack bonus. If the creature has 10 or more HD, it is immune to fear. If it has 20 or more HD, it is immune to all mind-affecting effects.

Special Attacks For every 10 HD the creature possesses, it gains one of the following special attacks:
Fast Swallow (Ex) As per the universal monster rules. The creature must have the swallow whole ability to select this special attack.
Knockback (Ex): As per the rage power of the same name. The creature need not be raging to use this ability.
Ground Breaker (Ex) As per the rage power of the same name, but limited to one use per minute instead of one use per rage. The creature need not be raging to use this ability.
Pounce (Ex) As per the universal monster rules.
Unexpected Strike (Ex) As per the rage power of the same name. The creature need not be raging to use this ability.
Wild Abandon (Ex) As per the come and get me rage power. The creature need not be raging to use this ability.

Abilities The creature's Strength, Constitution, and Wisdom scores each increase by +4. If the creature has 15 or more HD, those scores each increase by by an additional +2. If the creature has 25 or more HD, those scores each increase by another additional +2.

Osirion

Epic Meepo wrote:
@Winterthorn: I'm pretty sure you just described a close approximation of Zargon. I believe he has a 3.5 stat block in Elder Evils, though you may need to reduce his HD to get him down to CR 10.

Ha-ha! So you know of Zargon! I wondered if you would. :-D I am interested in a lesser version with some differences, I guess that's not in the spirit of the challenge :-)

You know what, I've never seen a Triffid (intelligent, carnivorous plant) written up in d20 terms. How would a fantasy version of the Triffid look in Pathfinder? I'm thinking it would have to be at least medium and its deadly, slashing poisonous whip-like attack should have a 10' reach. Maybe it could be called "Tripod Horror" since it walks awkwardly on on three root legs.

:-)

RPG Superstar 2009 Top 16, 2012 Top 32

@Winterthorn: I'm not familiar with Triffids, specifically, but here's a carnivorous plant (fungus, actually) with three legs and a poisonous, whip-like tail:

Tripod Toadstool (CR 2):
This large, table-like mushroom scuttles about on three trunk-like legs, trailing a whip-like tail.

Tripod Toadstool (CR 2)
XP 400
N Large plant
Init +2; Senses low-light vision, tremorsense 60 ft.; Perception +11
---
AC 16, touch 11, flat-footed 12 (+2 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +3, Will +1
Immune plant traits
---
Speed 40 ft.
Melee tail slap +7 (1d8+7 plus poison and trip)
Space 10 ft.; Reach 10 ft.
---
Str 21, Dex 15, Con 17, Int 5, Wis 10, Cha 9
Base Atk +3; CMB +9; CMD 21
Skills Perception +11; Racial Modifiers +4 Perception
Languages boggard (can't speak)
SQ springboard
---
Environment temperate or warm swamps or underground
Organization solitary, pair, colony (3–6), or patrol (2–6 ridden by boggards)
Treasure none
---
Poison (Ex) Tail slap—contact; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. The save DC is Constitution-based.
Springboard (Ex) The cap of a tripod toadstool is a flat, rubbery surface. A creature riding a tripod toadstool can dismount as part of a move action, but only if the rider jumps at the start of that move action and travels only the distance jumped. While doing so, the rider gets a +2 circumstance bonus on its Acrobatics check made to jump.

An enormous fungus, a tripod toadstool appears to be a table-shaped mushroom with a trio of trunks and a vine-like tendril on one side. Its trunks are actually legs, while the tendril is a poisonous, whip-like tail. The toadstool feeds on fresh meat by stalking warm-blooded prey and standing upon its victim's remains, its legs absorbing nutrients from the carcass over the course of several hours.

Though its beast-like, fungal appearance suggests that a tripod toadstool is a mindless predator, the fungus is surprisingly intelligent. While unable to speak, the toadstool understands the rudiments of the boggard language, boggards being the humanoids to which it is most frequently exposed.

Boggards occasionally breed, rear, and ride tripod toadstools the way other humanoids breed, rear, and ride horses. A specially-designed saddle can be affixed to the thick, rubbery flesh atop a tripod toadstool's cap through the use of barbed hooks. Attaching a saddle to a tripod toadstool in this manner causes no harm to the fungus. A tripod toadstool mount is loyal to its boggard rider, and is able to understand moderately complex instructions issued in the boggard language.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Well if you're still up for it Mr. Meepo... We have floating heads and crawling hands... so how about some sort of charging/bull-rushing torso of doom!!


The only thing that the whole hard and awesome work done by Epic Meepo misses is some graphics. Maybe one or another graphically endowed reader could try draw graphics for some of those beasties?


Perfect, Thank you so much.


A little late but thanks Epic Meepo, great work as always.

RPG Superstar 2009 Top 16, 2012 Top 32

@Drejk: I was thinking about the possibility of illustrations just the other day. I may start another thread to discuss the logistical challenges of artwork, PDFs, and related things, so this thread can remain devoted to nothing but monster requests and stat blocks.

@stuart haffenden: Here's a disembodied, undead torso:

Bone Cage (CR 5):
As tall as a human, this over-sized, disembodied rib cage floats through the air. Having no sternum, it snaps its jagged ribs like teeth on a pair of jaws.

Bone Cage (CR 5)
XP 1,600
NE Medium undead
Init +2; Senses blind, blindsight 60 ft.; Perception +7
---
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 52 (7d8+21)
Fort +4, Ref +4, Will +6
DR 5/bludgeoning; Immune blind, undead traits
---
Speed fly 30 ft. (perfect)
Melee bite +11 (1d8+7 plus grab)
Special Attacks en-cage, ram
---
Str 21, Dex 15, Con —, Int 2, Wis 13, Cha 14
Base Atk +5; CMB +10 (+12 bull rush, +14 grapple); CMD 23 (25 vs. bull rush)
Feats Improved Bull Rush, Power Attack, Toughness, Weapon Focus (bite)
Skills Fly +10, Perception +9
Languages Common (can't speak)
---
Environment any land or underground
Organization solitary or block (2–5)
Treasure none
---
En-Cage (Ex) Whenever a bone cage pins a creature of its size or smaller with a grapple maneuver, it traps that creature within its rib cage. The bone cage may still not use its bite attack while maintaining the pin, but does not have the grappled condition.
Ram (Ex) When maintaining a pin using its en-cage ability and also performing a bull rush maneuver, a bone cage batters the bull rushed creature with the pinned creature. If the bull rush attempt succeeds, the bull rushed creature and the pinned creature each take 1d6+7 points of bludgeoning damage. This damage includes the bone cage's Strength modifier time one-and-a-half.

Formed from the harvested rib cage of a larger-than-human creature, a bone cage is a flying undead monstrosity that can entrap victims inside its skeletal body. No sternum holds the bone cage's ribs together, allowing it to use its ribs like teeth, biting, grabbing, and pinning victims. When a bone cage's mouth is occupied with a pinned victim, it can use its unfortunate victim as a battering ram.

The exact method of creating a bone cage is unknown to the general population, and is a matter of much speculation. Some see a special purpose in the peculiar anatomy of the bone cage, speculating that the creature was originally developed as an undead prison guard, able to restrain targets without killing them when instructed to do so by its masters. Others suspect that the bone cage is instead the product of opportunistic necromancy, using leftover parts in the most efficient manner possible given the limitations of their shape.

Osirion

Epic Meepo wrote:

@Winterthorn: I'm not familiar with Triffids, specifically, but here's a carnivorous plant (fungus, actually) with three legs and a poisonous, whip-like tail:

** spoiler omitted **...

Thanks so much, very original! I like the fungus type and the boggard angle is very creative and clever!

Regarding Triffids: for those wondering, here ya go :-)


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber
Epic Meepo wrote:

@Drejk: I was thinking about the possibility of illustrations just the other day. I may start another thread to discuss the logistical challenges of artwork, PDFs, and related things, so this thread can remain devoted to nothing but monster requests and stat blocks.

@stuart haffenden: Here's a disembodied, undead torso:

** spoiler omitted **...

Cheers dude, that's great!


Another request for your consideration:

CR~10

Hair Monster: An enormous ball of living hair. It can shed part of itself to create an entangling effect around it and ‘spit out’ vermin swarms. It grabs and constricts creatures with its many ‘hair tentacles’ or pulls them into its space and sickens them. It has bunch of immunities and maybe the split ability.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber
GoldenOpal wrote:

Another request for your consideration:

CR~10

Hair Monster: An enormous ball of living hair. It can shed part of itself to create an entangling effect around it and ‘spit out’ vermin swarms. It grabs and constricts creatures with its many ‘hair tentacles’ or pulls them into its space and sickens them. It has bunch of immunities and maybe the split ability.

A Bearded Swarm Clam?

RPG Superstar 2009 Top 16, 2012 Top 32

@Golden Opal: Hair monsters are a bit silly, and were done by Dragon magazine a few years back, but here's a thread monster that has the capabilities and CR range you're looking for:

Thread Swarm (CR 9):
This large carpet of tangled threads tumbles forth like an avalanche of unsewn fabric.

Thread Swarm (CR 9)
XP 6,400
N Fine construct (swarm)
Init +2; Senses blind, blindsense 60 ft.; Perception +0
---
AC 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
hp 110 (20d10)
Fort +6, Ref +8, Will +6
Defensive Abilities swarm traits; Immune cold, construct traits, sonic, weapon damage
---
Speed 30 ft., climb 30 ft.
Melee swarm (4d6 plus distraction, stitches, and web)
Special Attacks cling, distraction (DC 20), stitches, web (+22 ranged touch, DC 20, 20 hp)
---
Str 1, Dex 14, Con —, Int —, Wis 11, Cha 1
Base Atk +20; CMB ­—; CMD
Skills Climb +10; Racial Modifiers uses Dex on Climb checks
---
Environment any land or underground
Organization solitary, pair, or carpet (3–6)
Treasure none
---
Cling (Ex) If a creature leaves a thread swarm's square, the swarm takes 1d6 points of damage to reflect the loss of its numbers as several threads cling to the victim. A creature with threads clinging to it takes swarm damage at the end of its turn each round. As a full round action, the creature can remove the threads with a DC 20 Reflex save. At least 10 points of damage from an area effect that deals damage to which a thread swarm is not immune destroys all clinging threads. The save DC is Dexterity-based.
Stitches (Ex) A thread swarm is filled with numerous small needles that place stitches in the flesh of its victims. Whenever a creature fails a saving throw against a thread swarm's distraction attack, that creature is cured of any bleed damage it is taking, but loses the use of its eyes and mouth as they are sewn shut. The use of the creature's eyes and mouth can be restored by a DC 15 Heal check, but only if the creature making the check wields a light slashing weapon or similar blade.
Web (Ex) A thread swarm's web attack is effective against Large and smaller creatures. Whenever a creature fails a saving throw against a thread swarm's distraction attack, that creature is trapped as if hit by the thread swarm's web attack.

A thread swarm is made from thousands of animate strands of thread, each of which is a magical construct in its own right. These animate threads work as a collective to fulfill their intended purpose, usually the defense of a particular locale. A thread swarm mercilessly attacks intruders, trapping its victims in webs of sticky thread, piercing them with needles, and sewing stitches into their flesh.

The process for creating a thread swarm is not widely known, but is recorded in several obscure sources. The process is known to be both tedious and resource-intensive, as each swarm is a collection of thousands of individually-crafted constructs. The makers of thread swarms rely heavily upon magical spinning wheels, textile mills, and mechanical looms, as well as countless assistants who toil away in workshops devoted to the production of thread swarms.

Pesky wizard ruining your day? Not after you sew his mouth shut, he's not.

RPG Superstar 2009 Top 16, 2012 Top 32

1 person marked this as a favorite.

Since there hasn't been a new request in past few days, I've gone back and statted out a few of the earlier ones that were really just variant, advanced, or templated versions of existing monsters. Enjoy.

@brambleman: Here's a dreaded cross between a rodent and a spider:

Spiderrat (CR 7):
The size of a wagon, this creature resembles a rat with spider legs.

Spiderrat (CR 7)
XP 3,200
N Huge aberration
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
---
AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 95 (10d8+50)
Fort +8, Ref +4, Will +7
Defensive Abilities barbed hairs
---
Speed 30 ft., climb 30 ft.
Melee bite +15 (2d6+15 plus disease and poison)
Ranged barbed hairs +8 touch (nausea)
Space 20 ft.; Reach 20 ft.
---
Str 31, Dex 17, Con 20, Int 2, Wis 10, Cha 2
Base Atk +7; CMB +19; CMD 32 (44 vs. trip)
Skills Climb +26, Perception +4, Stealth –1; Racial Modifiers +8 Climb, +4 Perception, +4 Stealth
---
Environment any forests
Organization solitary, pair, or colony (3–8)
Treasure incidental
---
Barbed Hairs (Ex) A spiderrat can launch barbed hairs from its back at a creature as a ranged touch attack (range increment 20 feet). A creature struck by these hairs must make a DC 22 Fort save or be nauseated for 1d6 rounds. A creature that attacks a spiderrat with a non-reach melee weapon must make a DC 22 Reflex save to avoid being struck by these hairs. The save DC is Con-based.
Disease (Ex) Filth fever: Bite—injury; save Fort DC 20; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. Save DC is Con-based with a +2 racial bonus.

Spiderrats, as their name suggests, are creatures that combine the features of spiders and rats, albeit at an enormous scale. The exact origin of the spiderrat is unknown, though the involvement of demented magical experiments are suspected. Whatever it is that created spiderrats, they are noted for the mutability of their offspring; numerous subspecies of spiderrat mutants exist.

Diablo-Spiderrat (CR +1) The blood of a diablo-spiderrat has somehow been tainted by infernal outsiders. It is a spiderrat with the fiendish simple template.

Dopple-Spiderrat (CR +1) A dopple-spidderrat's form is inherently unstable. It is a spiderrat with the advanced simple template and the change shape special quality (polymorph, any Large or Huge animal).

Giant Spidderat (CR +1) A giant spiderrat, as its name would suggest, is a spiderrat with the giant simple template.

Phase Spiderrat (CR +1) A phase spiderrat drifts between dimensions. It is a spidderrat with the ethereal ambush special attack and the ethereal jaunt defensive ability of a phase spider.

Pygmy Spiderrat (CR -1) A pygmy spiderrat is no larger than a horse, making it small for a spiderrat. Generate the stats for a pygmy spiderrat by applying the young simple template.

Tyranno-Spiderrat (CR +2) Among the largest and fiercest spiderrats known to exist, tyranno-spiderrats are spiderrat with both the advanced and giant simple templates.

Vorpal Spiderrat (CR +1) A vorpal spiderrat has unnaturally sharp teeth. It's bite attack counts as a +1 keen vorpal weapon.

@Nicos: Here are stat blocks for your succubus vampire and her spawn:

Vampire:
This alluring woman has notably fiendish features.

Succubus Vampire (CR 9)
XP 6,400
CE Medium undead (augmented outsider, chaotic, demon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., detect good; Perception +24
---
AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
hp 116 (8d10+72); fast healing 5
Fort +9, Ref +13, Will +11
Defensive Abilities channel resistance +4; DR 10/—; Immune electricity, fire, undead traits; Resist acid 10, cold 10; SR 18
Weaknesses vampire weaknesses
---
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +14 (1d6+4 plus energy drain once per round)
Special Attacks blood drain, create spawn, energy drain (2 levels, DC 24), profane gift
Spell-Like Abilities (CL 12th; concentration +22)
Constant—detect good, spider climb, tongues
At will—charm monster (DC 22), detect thoughts (DC 22), dominate person (DC 25), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 23), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—summon (level 3, 1 babau 50%, 1d6+1 fiendish rat swarms 100%, 1d4+1 fiendish bat swarms 100%, or 2d6 fiendish wolves 100%)
---
Str 19, Dex 21, Con —, Int 20, Wis 16, Cha 31
Base Atk +8; CMB +14; CMD 27
Feats Agile Maneuvers, Alertness (B), Combat Reflexes (B), Dodge (B), Great Fortitude, Improved Initiative (B), Iron Will, Lightning Reflexes (B), Toughness (B), Weapon Finesse
Skills Bluff +29, Diplomacy +21, Disguise +21, Escape Artist +13, Fly +16, Intimidate +18, Knowledge (local) +16, Perception +24, Sense Motive +24, Stealth +24; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ change shape (polymorph, Small or Medium animal or humanoid), gaseous form, shadowless
---
Environment any (Abyss)
Organization solitary, pair, or harem (3–12)
Treasure double
---
Blood Drain (Su) A succubus vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Create Spawn (Su) A succubus vampire can create spawn out of humanoids it slays with blood drain or energy drain. The victim rises from death as a succubus vampire spawn in 1d4 days. This vampire spawn is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su) A creature hit by a succubus vampire's claw gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes. A succubus vampire may also drain energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability without attacking with its claws. The vampire's kiss bestows two negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the vampire. The victim must succeed on a DC 24 Will save to negate the suggestion. The save DCs are Charisma-based.
Fast Healing (Ex) If reduced to 0 hit points in combat, a succubus vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su) As a standard action, a succubus vampire can assume gaseous form at will (caster level 12th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Profane Gift (Su) Once per day as a full-round action, a succubus vampire may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus or succubus vampire at a time. As long as the profane gift persists, the vampire can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The vampire can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Shadowless (Ex) A succubus vampire casts no shadows and shows no reflection in a mirror.
Vampire Weaknesses (Ex) Succubus vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Succubus vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Succubus Vampire Spawn (CR 4)
XP 1,200
CE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
---
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8); fast healing 2
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2; DR 5/silver; Immune undead traits; Resist cold 5, electricity 10, fire 10; SR 9
Weaknesses resurrection vulnerability, vampire weaknesses (as succubus vampire)
---
Speed 30 ft.
Melee 2 claws +4 (1d4+1 plus energy drain once per round)
Special Attacks blood drain (as succubus vampire), energy drain (1 level, DC 14)
Spell-Like Abilities (CL 12th; concentration +15)
Constant—spider climb
At will—dominate person (DC 18)
1/day—charm monster (DC 17)
---
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ gaseous form (as succusbus vampire), shadowless (as succubus vampire)
---
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
---
Gaseous Form (Su) As a standard action, a succubus vampire spawn can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a succubus vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Shadowless (Ex) A succubus vampire spawn casts no shadows and shows no reflection in a mirror.

Not created in the same manner as other vampires, a succubus vampire forms when the spirit of a succubus demon spontaneously infuses the corpse of a humanoid. Succubus vampires are able to spread their demonic taint by creating fiendish vampire spawn in their own image.

@Purple Shade: Here's an earth elemental that shoots water and steam:

Elemental, Earth:
This large figure of living rock vents steam through cracks in its stone-like skin.

Geyser Savant (CR 8)
XP 4,800
Large earth elemental sorcerer 6
N Large outsider (earth, elemental, extraplanar)
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
---
AC 22, touch 10, flat-footed 21 (+1 deflection, +12 natural, –1 size)
hp 113 (8d10+32 plus 6d4+24)
Fort +12, Ref +4, Will +11
DR 5/—; Immune elemental traits; Resist fire 10
---
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +16 (2d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
Bloodline Spell-Like Abilities (CL 8th; concentration +12, +16 to cast defensively)
3/day—elemental ray (fire)
Sorcerer Spells (CL 8th; concentration +12, +16 to cast defensively)
3rd (4/day)—hydraulic torrent (CMB +10)
2nd (6/day)—fog cloud, resist energy, scorching ray
1st (7/day)—burning hands (DC 15), endure elements, grease (DC 15), hydraulic push (CMB +10), obscuring mist
0 (at will)—acid splash, arcane mark, detect magic, light, mending, prestidigitation, resistance
Bloodline elemental (fire)
---
Str 22, Dex 10, Con 19, Int 10, Wis 11, Cha 18
Base Atk +11; CMB +18; CMD 28
Feats Cleave, Combat Casting, Eschew Materials (B), Greater Bull Rush, Improved Bull Rush (B), Improved Natural Armor (2), Improved Overrun, Power Attack
Skills Appraise +8, Climb +14, Linguistics +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +5, Knowledge (planes) +8, Perception +11, Spellcraft +11, Stealth +6
Languages Aquan, Ignan, Terran
---
Environment any (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure NPC gear (headband of alluring charisma +2, ring of protection +1, other gear worth 1,800 gp)
---
Earth Mastery (Ex) A geyser savant gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Combining the elements of earth, fire, and water, geyser savants are earth elemental sorcerers whose inborn spells allow them to blast gouts of flame and steam at their foes. Aside from their native element of earth, geyser savants are most strongly connected to fire, which flows in their molten blood, though they also bear a passing connection with elemental water, as well.

Amongst earth elemental societies, geyser savants often serve as envoys to nations on the planes of fire and water, though they require additional magical protections to survive most areas on the Plane of Fire and to navigate most areas on the Plane of Water. Geyser savants have no dealings with creatures from the Plane of Air, and frequently attempt to forge alliances with fire and water creatures against their aerial foes.

@Ma Gi: Here's an advanced crypt thing with mummy rot and vulnerability to fire:

Crypt Thing:
This animate, mummified corpse has glowing motes of flame in its empty eye sockets.

Crypt Warden (CR 10)
XP 9,600
Crypt thing monk 5
NE Medium undead
Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
Aura fear (10 ft., frightened for 1d4 rounds, Will DC 17 negates)
---
AC 25, touch 19, flat-footed 21 (+3 Dex, +1 dodge, +1 monk, +6 natural, +4 Wis)
hp 93 (8d8+16 plus 5d8+15)
Fort +9, Ref +11, Will +14
Defensive Abilities channel resistance +2, evasion; DR 10/bludgeoning or magic; Immune undead traits
Weaknesses vulnerable to fire
---
Speed 40 ft.
Melee 2 claws +15 (1d8+6 plus mummy rot) or unarmed strike flurry of blows +15/+15 (1d8+6 plus mummy rot)
Special Attacks flurry of blows, mummy rot, stunning fist (5/day, DC 16, fatigued), teleporting burst
Spell-Like Abilities (CL 8th; concentration +11)
3/day—quickened dimension door
---
Str[b] 23, [b]Dex 16, Con —, Int 13, Wis 18, Cha 17
Base Atk +9; CMB +17; CMD 35
Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes, +3
Skills Bluff +7, Intimidate +19, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +6, Knowledge (religion) +5, Perception +22, Sense Motive +22, Stealth +19
Languages Common
SQ fast movement, high jump, ki pool (6 points, magic), maneuver training, slow fall 20 ft.
---
Environment any underground
Organization solitary
Treasure standard
---
Mummy Rot (Su) Curse and disease—claw or unarmed strike; save Fort DC 17; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.
Teleporting Burst (Su) Once per day, a crypt warden can teleport all creatures within 50 feet of it to randomly determined locations. The crypt warden can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature's direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.

Crypt wardens are a more powerful version of an ordinary crypt thing. They are noted for their mummy-like appearance and curse, as well as their ability to move faster and hit harder than ordinary crypt things. Some crypt wardens fight using recognizable martial arts forms, while others use combat styles resembling nothing more than artless, bestial clawing and slamming.

RPG Superstar 2009 Top 16, 2012 Top 32

Errata for the previous post, since I neglected to choose some feats for the crypt warden:

Change the crypt warden's claw damage to (2d6+6 plus mummy rot).

Add the following the the crypt warden's list of feats: Combat Reflexes (B), Deflect Arrows (B), Improved Natural Attack (claws), Power Attack, and Snatch Arrows.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber

Keeping the theme of body parts going, how about a crawling foot?

Also some sort of incorporeal creature that can choose which ability score it's attacks harm [having high-ish INT]?

A killer shrew?


Brilliant work so far, thanks for everything Meepo!

If you're still in a critter designing mood, I'd like to see a CR 13-15 'remnants of a forgotten god'... some sort of evil, semi-sentient swarm with divine rank 0. The god's domain(s) and background are up to you.

Paizo Employee Editor-in-Chief

Epic Meepo wrote:
@Necroblivion: I'm intrigued. Email sent.

Hey, while you're sending e-mails, why don't you kick one my way.


F. Wesley Schneider wrote:
Epic Meepo wrote:
@Necroblivion: I'm intrigued. Email sent.
Hey, while you're sending e-mails, why don't you kick one my way.

Does this mean that we'll see Epic Meepo's monsters in Bestiary 4 or some AP Bestiary soon?

Paizo Employee Editor-in-Chief

Drejk wrote:
Does this mean that we'll see Epic Meepo's monsters in Bestiary 4 or some AP Bestiary soon?

What? Oh, uh, I don't know. Really, I'm just eager to unlock a new achievement on my mail program. I think I get it at 1,000 unread e-mails and I'm getting SO close. ;)

RPG Superstar 2009 Top 16, 2012 Top 32

@Drejk: Well, that would certainly solve my "lack of monster illustrations" problem. :P

@F. Wesley Schneider: email sent. Possibly to the correct email address.


F. Wesley Schneider wrote:
What? Oh, uh, I don't know. Really, I'm just eager to unlock a new achievement on my mail program. I think I get it at 1,000 unread e-mails and I'm getting SO close. ;)

Oh, those geeks they do anything for a new feature... Oooo, shiny!

RPG Superstar 2009 Top 16, 2012 Top 32

@stuart haffenden:

1) The body part theme is getting rather old, so I'm taking "foot" to mean the Greek suffix "-pod" and creating this ghastly gastropod:

Flail Snail, Undead (CR 3):
This horse-sized snail has a mottled, brown shell and four tentacles on its head, each ending in a humanoid skull.

Ghastropod (CR 3)
XP 800
NE Large undead
Init –1; Senses blindsense 30 ft., scent, tremorsense 60 ft.; Perception +6
Aura stench (10-ft. radius, Fort DC 15 negates, sickened for 1d6+4 minutes)
---
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 39 (6d8+12)
Fort +4, Ref +1, Will +6
Defensive Abilities corrupt magic; Immune undead traits; Resist fire 20
---
Speed 10 ft., climb 10 ft.
Melee 4 slams +7 (1d6+3 and paralysis)
Space 10 ft.; Reach 10 ft.
Special Attacks foul mucus, paralysis (1d4+1 rounds, DC 15)
---
Str 16, Dex 8, Con —, Int 5, Wis 12, Cha 14
Base Atk +4; CMB +8; CMD 17 (can’t be tripped)
Feats Power Attack, Weapon Focus (slam)
Skills Climb +15, Perception +6, Stealth +0
Languages Flail Snail (sign language, slime writing, cannot speak)
SQ corrupt magic, foul mucus, retraction, suction
---
Corrupt Magic (Su) Anytime a spell targets a ghastropod, there is an 80% chance that it affects all targets as if it were an inflict spell of the same level (maximum 8th) instead of producing its normal effects. Only spells that directly target the ghastropod are warped; area effect spells are not affected.
Foul Mucus (Ex) A ghastropod is coated with slime that renders it immune to the mucus of living flails snails. As a free action, a ghastropod can excrete a trail of foul mucus which covers its space and lasts for 10 minutes. Neither slippery nor sticky, this mucus doesn't affect movement or otherwise create a barrier. It instead produces noxious fumes; any living creature entering a space covered with foul mucus is affected as if standing within the ghastropod's stench aura. Foul mucus is not flammable.
Retraction (Ex) A ghastropod can pull its fleshy parts back into its shell as a swift action, increasing its natural armor bonus by +6, but it cannot move or attack while retracted. It can return to normal as a free action.
Suction (Ex) A ghastropod's foot adheres to surfaces so well that its 10-foot climb speed applies even on perfectly sheer surfaces and ceilings, with no chance to fall off unless the foot is actively pinned and peeled away as part of a grapple.
---
Environment underground
Organization solitary or pair
Treasure shell worth 400 gp

Also known as ghastropods, undead flail snails are rare creatures produced by the flail snail's ability to warp magic. On very rare occasions, a spell targeting a flail snail is not warped in the normal manner, instead producing an effect which instantly transforms the flail snail into a ghastropod.

In contrast to a living flail snail, a ghastropod has a monochromatic shell displaying various shades of brown, and has no ability to control the shape or consistency of the mucus it excretes. The ghastropod's tentacles resemble those of an ordinary flail snail, but the ghastropod compulsively covers the tips of these limbs with ornamental humanoid skulls, giving them a distinctive and disturbing new appearance.

A typical ghastropod looks to replace its morbid, bone jewelry at least once a week, harvesting skulls from murdered humanoids as needed to accomplish this goal. Favorite targets include families of four, whose thematically-linked skulls are considered particularly fashionable.

2) The original Bestiary already has an incorporeal creature that can choose which ability score to drain when it attacks; check out the draining touch special attack from the ghost template.

3) Here's a a killer shrew:

Killer Shrew (CR 1):
The size of a pony, this creature resembles an enormous mouse with a narrow nose, short legs, and tusk-like teeth.

Killer Shrew (CR 1)
XP 400
N Medium animal
Init +1; Senses blindsense 10 ft., scent; Perception +9
---
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +1
Weanesses vulnerable to sonic
---
Speed 30 ft., burrow 10 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d4 plus poison)
---
Str 10, Dex 13, Con 14, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse (B)
Skills Climb +9, Perception +9, Stealth +9, Swim +9; Racial Modifiers +4 Perception; uses Dex instead of Str for Climb and Swim checks
---
Environment any forest, plains, swamp, or underground
Organization solitary
Treasure none
---
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

Larger, deadlier cousins of common shrews, these pony-sized creatures bear a passing resemblance to rodents, though shrews and rodents are not directly related. Killer shrews are fiercely territorial, and tend to eat more meat than their smaller, omnivorous cousins. A killer shrew has an extremely fast metabolism, and must consume as much as 90% of its own body weight in food each day to avoid starvation. The lifespan of an average killer shrew is little more than a year, though killer shrews kept as animal companions by druids and rangers tend to live as long as their masters.

Killer Shrew Animal Companion

Starting Statistics: Size Small; Speed 30 ft., burrow 10 ft., climb 20 ft., swim 20 ft.; AC +3 natural armor; Attack bite (1d3-2 plus poison); Ability Scores Str 6, Dex 13, Con 10, Int 2, Wis 13, Cha 4; Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con-based DC); Special Qualities blindsense 10 ft., scent.

4th-Level Advancement: Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Con +4.

7th-Level Advancement: Special Attacks poison (Effect 1d2 Con damage).

Killer Shrews and the Halfling Homeland

In some mythologies, halflings and killer shrews hail from the same mythical island. According to these stories, the gods created the halflings from human stock, figuring that a race half as large as humans would allow them to fit twice as many worshipers in the world. But before creating halflings, the gods tested their ability to produce newly-sized races by altering various animals, most notably shrews. The halflings only resided in their homeland for a few short years before the killer shrews that predated their own creation overran the island, necessitating a halfling migration to less-hostile lands.

More to come.


Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber
Epic Meepo wrote:

@stuart haffenden:

1) The body part theme is getting rather old, so I'm taking "foot" to mean the Greek suffix "-pod" and creating this ghastly gastropod:
** spoiler omitted **...

Cheers dude, that Snail is pretty nasty for a CR3!


I would like a demon spawn cult leader. They can pass for human, but they all look the same they also share memory. They have great cha and can gather a lot of followers. Those that they can't get to join they mind -control. They should each be hard to kill individually (DR 10). I would like this to be a major challenge for a lv. 5 party. There are a bunch of them around the the place working together to spread discord.


Vampire mermaids.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Crustacean monsters with explosive runes carved into their shells.

Edit: CR 5-7

Silver Crusade

Looking for a CR 2-3 Large exploding plant / carpet fungus for an underground tunnel. I googled the name "Boom Shroom" and that beastie apparently exists as a crop in the MMO "Wizard 101." What say you critter design pros?

Andoran

Oh, this thread is perfect! I think I might have a decent challenge for you :)

CR: Around 5 or 6
Type: Outsider (native, humanoid, shapechanger)
About: This creature has the extraordinary ability to acquire a trait from defeated enemies. Could be a feat, special ability, class feature, or really anything else you can think of.

Completely open-ended. Can't wait to see what you can come up with, and what kind of abilities this guy has acquired!

Taldor

While everyone's asking for this and that I figure, why! A Garnished man like me could really use the following creature:

A construct which redirects spells which target adjacent allies. I'd need maybe three versions of this one: Low Level (CR 3-5), Mid Level (10-11) and High Level (15-18).

Thanks in advance and may you equally be garnished by deliciousness in the present future!

RPG Superstar 2009 Top 16, 2012 Top 32

1 person marked this as a favorite.

@stuart haffenden: Were I to playtest that snail, I might find the need to bump its CR to 4. But it's hard to tell because its effectiveness, like that of a normal flail snail, is very situational. Either it beats you to death in close quarters, or you just walk around it and bypass the entire encounter.

And now, two of my favorite monsters yet.

@loimprovisto: Here's a swarm formed by the lingering remnants of a dead deity:

Psychopomp Swarm (CR 14):
Thousands of tiny birds swarm through the air, pecking at everything in their path.

Psychopomp Swarm (CR 14)
XP 38,400
LN Diminutive magical beast (swarm)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +35
---
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 190 (20d10+80)
Fort +18, Ref +18, Will +11
Defensive Abilities swarm traits; Immune weapon damage
---
Speed 5 ft., burrow 5 ft., fly 90 ft. (good)
Melee swarm (6d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 24), ghost touch, reaping, whirlwind (at will, 10 ft. high, 6d6 damage, DC 24)
---
Str 3, Dex 19, Con 19, Int 3, Wis 15, Cha 15
Base Atk +20; CMB —; CMD
Feats Acrobatic, Alertness, Great Fortitude, Hover, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Improved Natural Attack (swarm), Iron Will, Lightning Reflexes, Run, Skill Focus (Perception), Toughness, Wingover
Skills Fly +20, Perception +35
SQ swarm traits
---
Environment any land
Organization solitary, frenzy (2–8 swarms), or plague (9–27 swarms)
Treasure none
---
Distraction (Ex) A psychopomp swarm's distraction ability affects undead as if they were living creatures that were not immune to the nauseated condition.
Ghost Touch (Su) A psychopomp swarm's attacks, including its swarm attack and whirlwind attack, count as force effects for the purpose of affecting incorporeal creatures.
Reaping (Su) A psychopomp swarm's attacks, including its swarm attack and whirlwind attack, ignore damage reduction. Whenever a psychopomp swarm damages a creature with an equal or lower CR than itself, that creature loses any fast healing, regeneration, rejuvenation, or similar ability it possesses until the end of its next turn, and any phylactery it possesses is destroyed. If two or more psychopomp swarms fill a single continuous space, each of those swarms counts as having a CR equal to their combined ECL for the purpose of this ability.
Whirlwind (Ex) A psychopomp swarm's whirlwind attack deals damage equal to its swarm attack. The DC of a psychopomp swarm's whirlwind attack is Constitution-based.

Deities of death are notoriously hard to kill. Even those that have faded away due to a lack of worship will linger in the world, vestigial forces that occasional make their existence known by transforming an ordinary population of birds into a dreadful supernatural gathering known as a psychopomp swarm. The agents of death in its purest form, psychopomp swarms exist to ferry souls into the afterlife, especially souls that have experienced death at least once, yet stubbornly refused to move on.

Psychopomp swarms usually form in the immediate vicinity of those who have cheated death, including undead creatures and living creatures that have used magic to return from the dead one too many times, and exist until those targets are destroyed. However, the impersonal force that gives rise to a psychopomp swarm is more knowledgeable about the swarm's intended target than the swarm itself; the swarm itself usually attacks everything in its immediate vicinity, not knowing the exact reason for its creation.

The Psychopomp Reckoning
The largest psychopomp swarm on record, belonging to a category known as a psychopomp plague, was twenty-seven times larger than a standard psychopomp swarm. However, some prophecies hint that an even larger psychopomp swarm can exist, fully sixty-four times larger than a standard swarm. Bestiary literature notes that, were this so-called psychopomp reckoning to form, it would be the only force in existence that could definitively thwart the regenerative powers of the fabled tarrasque. However, the process by which a psychopomp reckoning is formed is yet unknown, and would likely involve pacts with long-forgotten elder gods of death.

@fictionfan: Here's a demonspawned cult leader that generates CR 10 copies of himself:

Rakshasa, Demonspawned (CR 15):
This bestial biped, whose fingers bend away from its palms, has an appearance combining the features of various, mismatched animals.

Demonspawned (CR 15)
XP 52,200
LE Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +24
---
AC 30, touch 16, flat-footed 24 (+5 Dex, +1 dodge, +14 natural)
hp 230 (20d10+120)
Fort +12, Ref +17, Will +13
DR 15/good and piercing; Immune electricity, poison; SR 30
---
Speed 40 ft.
Melee +3 kukri +30/+25/+20/+15 (1d4+8/15–20), claw +20 (1d6+2), bite +20 (1d6+2)
Special Attacks detect thoughts
Spells Known (CL 14th; concentration +20)
7th (3/day)—teleport (greater)
6th (5/day)—chain lightning (DC 21), suggestion (mass) (DC 21)
5th (7/day)—cone of cold (DC 20), dismissal, persistent image (DC 20)
4th (7/day)—charm monster (DC 19), dimension door, invisibility (greater), stoneskin
3rd (7/day)—heroism, lightning bolt (DC 18), rage, suggestion (DC 18)
2nd (7/day)—acid arrow, bull's strength, invisibility, minor image (DC 17), touch of idiocy
1st (8/day)—charm person (DC 16), mage armor, magic missile, shield, silent image (DC 16)
0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, mending, message, prestidigitation, resistance
---
Str 20, Dex 20, Con 22, Int 13, Wis 13, Cha 20
Base Atk +20; CMB +25; CMD 41
Feats Combat Expertise, Dodge, Improved Critical (kukri), Improved Initiative, Improved Natural Armor (5), Weapon Finesse
Skills Bluff +32, Diplomacy +28, Disguise +36, Perception +24, Perform (any one) +28, Sense Motive +24, Stealth +28; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon; telepathy 60 ft.
SQ change shape (one fixed humanoid form, alter self), simulacrum
---
Environment any
Organization solitary, pair, or cult (3–12)
Treasure double (+3 kukri, six +1 kukris, other treasure)
---
Detect Thoughts (Su) A demonspawned can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a demonspawned uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 25 Will save. The save DC is Charisma-based.
Simulacrum (Su) By concentrating for one full hour, a demonspawned can create a simulacrum of itself as per the spell of the same name (CL 18th). Each simulacra has the same change shape options, immunities, and telepathy ability as the demonspawned, but otherwise has the statistics of a normal, full-powered rakshasa. The +1 kukri and other treasure carried by each simulacra is taken from the treasure of the demonspawned. The demonspawned can have up to six simulacra of itself at any one time. The demonspawned and each of its simulacra are aware of anything that happens to each of the others, as if they shared the same set of memories.

The demonspawned are a breed of rakshasa belonging to an Abyssal bloodline. They can be physically distinguished from other rakshasa by the fact that their appearances resemble not particular animals, but a chaotic admixture of several. Despite their demonic heritage, demonspawned feel a closer kinship to their rakshasa cousins, with whom they share a common alignment and culture.

Unlike purebred demons and purebred rakshasa, the demonspawned possess the ability to be in more than one place at the same time through the creation of simulacra. This ability, which sages theorize may be a cross between the innate sorcery of a rakshasa and the ability of some demons to summon others of their kind, is unique to the demonspawned. Accordingly, demonspawned rely upon it to confound and outmaneuver unsuspecting opponents. They also use their simulacra to limit their exposure to potential betrayal when enacting plots that would otherwise require multiple participants.

Like other rakshasa, demonspawned value depraved hedonism and despise genuine religion. They often create self-aggrandizing cults for the sole purpose of mocking true religions, though cult members and the public at large may not be aware of this ultimate agenda. Demonspawned cult leaders prefer to recruit willing members, and do not use their enchantment magic to directly swell the ranks of their so-called faith. They instead use charms and compulsions to turn non-believers into pliant slaves, whom they loan out to willing converts as rewards for loyal service.

More to come.

Sczarni

Very nicely done Epic Meepo!

I am dotting this thread so I can use some of these monsters in my Kingmaker game.

:P

RPG Superstar 2009 Top 16, 2012 Top 32

1 person marked this as a favorite.

@Kelsey MacAilbert: Vampire mermaids aren't a new monster, they're just merfolk with the vampire template. That being said, I'll bend the rules of the thread and give you a merfolk vampire:

Vampire, Merfolk (CR 9):
This ugly crone has jagged, green teeth and the lower body of a slender fish.

Merfolk Vampire (CR 9)
XP 6,400
Female merfolk vampire sorcerer 8
CE Medium undead (aquatic, augmented humanoid)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +13
---
AC 25, touch 17, flat-footed 20 (+2 deflection, +4 Dex, +1 dodge, +8 natural)
hp 102 (8d6+72); fast healing 5
Fort +13, Ref +11, Will +12
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
---
Speed 5 ft., swim 50 ft.
Melee slam +8 (1d4+4 plus energy drain)
Special Attacks blood drain, children of the deep, create spawn, dominate (DC 22), energy drain (2 levels, DC 22)
Bloodline Spell-Like Ability (CL 8th, +7 touch)
11/day—laughing touch
Sorcerer Spells Known (CL 8th, +8 ranged touch; +16 concentration, +20 to cast defensively)
4th (5/day)—greater invisibility
3rd (5/day)—deep slumber (DC 21), dispel magic, lightning bolt (DC 21)
2nd (8/day)—blindness/deafness (DC 20), glitterdust (DC 20), hideous laughter (DC 20), invisibility
1st (8/day)—disguise self, entangle (DC 19), expeditious retreat, mage armor, magic missile, shocking grasp
0 (at will)—dancing lights, detect magic, ghost sound (DC 18), light, mage hand, mending, message, read magic
Bloodline fey
---
Str 16, Dex 18, Con —, Int[b] 16, [b]Wis 16, Cha 26
Base Atk +4; CMB +7 (+9 grapple); CMD 24 (26 vs. grapple)
Feats Alertness (B), Blind-Fight, Combat Casting, Combat Reflexes (B), Dodge (B), Eschew Materials, Improved Grapple, Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Still Spell, Toughness (B), Weapon Finesse
Skills Bluff +27, Knowledge (arcana) +14, Knowledge (religion) +11, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Swim +11, Use Magic Device +19; Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth
Languages Aquan, Common, Draconic, Elven, Sylvan
SQ amphibious, change shape (human or shark, alter self or beast shape II), gaseous form, shadowless, spider climb
---
Environment any
Organization solitary or family (vampire plus 2–8 spawn)
Treasure NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)
---
Children of the Deep (Su) Once per day, while in an aquatic environment, a merfolk vampire can call forth a crab swarm, 1d4+1 sharks, or 2d6 squids as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Other Abilities For details on other abilities, see the vampire template.

Noted for their distinctive, green teeth, merfolk vampires are cruel undead able to walk about on land in the form of a human or swim the oceans in the form of a shark in addition to their native, hybrid form. A typical merfolk vampire has a connection with fey beings as well as with death, possessing sorcerer levels and a fey bloodline. Though able to drink the blood and drain the energy of the living, merfolk vampires are neither compelled to do so nor driven to do so by hunger. They do, however, commit murder as a perverse form of entertainment.

A merfolk vampire's preferred method of dispatching a victim is drowning. Unless the vampire feels threatened enough to resort to spells and other powerful attacks, it attempts to lure its victims to the shore, grapple them, and drag them under the waves (or above the waves, in the case of aquatic victims). Since this tactic is ineffective against amphibious creatures such as merfolk, those beings are less likely to be targeted by merfolk vampires than creatures that breath only air or only water.

@DM_aka_Dudemeister: Here's a rune encrusted crustacean:

Runeshell (CR 5):
As tall as a dwarf, this crab-like creature is has oversized pincers and a carapace covered with strange runes.

Runeshell (CR 5)
XP 1,600
N Medium magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
---
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 28 (3d10+12)
Fort +7, Ref +6, Will +3
Immune mind-affecting effects
---
Speed 30 ft., swim 20 ft.
Melee 2 claws +7 (1d6+4 plus grab)
Special Attacks constrict (1d6+4), repulsive runes, unstable runes
---
Str 19, Dex 17, Con 18, Int —, Wis 14, Cha 6
Base Atk +3; CMB +7 (+11 grapple); CMD 20 (32 vs. trip)
Skills Perception +6, Swim +12; Racial Modifiers +4 Perception
SQ amphibious
---
Environment any aquatic or coastline
Organization solitary or cast (2–12)
Treasure none
---
Repulsive Runes (Su) The magical runes on the body of a runeshell emit sporadic bursts of repulsive force when the runeshell is struck in combat. Whenever a creature hits a runeshell with a melee attack, the runeshell may expend an attack of opportunity to perform a bull rush combat maneuver against that creature (if that creature is within the runeshell's reach) and that creature may expend an attack of opportunity to perform a bull rush combat maneuver against the runeshell. These maneuvers don't provoke attacks of opportunity. Any bull rush combat maneuver performed as a result of this ability counts as a force effect. If the maneuver is successful, the creature making the bull rush attempt cannot choose to move with the target.
Unstable Runes (Su) Whenever a runeshell dies or falls unconscious, the runes on its body become unstable. The runeshell's body becomes trapped with an unstable runes trap (see below). Unless disarmed or triggered, this trap lasts until the runeshell is next alive and conscious. The runeshell's CR includes the CR of its unstable runes trap; only award separate experience points for the trap if the runeshell that created it is dead or unconscious when the trap is first encountered.

Magical cousins of giant crabs, runeshells are crustaceans whose bodies store force effects in runes etched into their shells. Some aquatic tribes know a process for creating runeshells by physcially carving runes into the shells of ordinary giant crabs, but most runeshells are naturally-occurring offshoots of crab populations exposed to high concentrations of magic. Runeshells are common at the sites of magical battles that took place in, on, or near large bodies of water.

Unstable Runes Trap (CR 3)
Type magic; Perception DC 27; Disable Device DC 27
---
Trigger touch (can't be triggered by runeshells); Reset none
Effect 3d6 force damage in a 10-foot-radius burst (no save)

@Graylith: An exploding plant would be a hazard (like green slime or yellow mold), not a monster.

@Austin Morgan: Allowing a monster to gain open-ended abilities by defeating opponents has nothing to do with creating a new monster and everything to do with creating alternate rules for monster advancement that could be used by various existing monsters. That being said, here's an oni that wears the flesh of its latest victim, gaining most of that victim's abilities:

Oni, Soultaker (CR 6):
This human-shaped lump of grey flesh has ill-defined features.

Soultaker (CR 6)
XP 4,800
LE Medium outsider (native, oni, shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +12
---
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 52 (7d10+14); regeneration 5 (acid or fire)
Fort +7, Ref +5, Will +9
SR 17
---
Speed 40 ft.
Melee 2 claws +10 (1d8+3)
Spell-Like Abilities (CL 8th; concentration +9)
At will—detect thoughts (DC 13), gaseous form (self only)
1/day—charm monster (DC 15), deep slumber (DC 13)
---
Str 16, Dex 17, Con 15, Int 14, Wis 14, Cha 13
Base Atk +7; CMB +10; CMD 23
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will
Skills Bluff +11, Disguise +11, Intimidate +11, Knowledge (arcana) +12, Perception +12, Sense Motive +12, Spellcraft +12, Use Magic Device +11
Languages Common
SQ assimilation, change shape (alter self)
---
Environment any
Organization solitary, pair, or gang (1–2 plus 2–4 dopplegangers)
Treasure NPC gear
---
Assimilation (Su) If a soultaker spends 10 minutes consuming the body of a Small or Medium humanoid with a number of Hit Dice no greater than twice its own, the soultaker consumes that humanoid's identity. The soultaker loses all abilities and becomes a simulcrum of that humanoid, as per the simulacrum spell (caster level equals the soul taker's Hit Dice). For as long as a soultaker is a simulacrum of that creature, that creature cannot be restored to life by any means. The soultaker can permanently revert to its normal form as an immediate action. The soultaker retains any damage or other harmful effects it suffered while in simulacrum form when it reverts to its normal form.

While every oni is an evil spirit cloaked in mortal flesh, few are able to change out their bodies for new ones. The soultaker is just such an oni. Vaguely resembling a doppelganger in its default form, a soultaker has the ability to assume a victim's form by devouring its body and soul. The soultaker is able to imitate not only its victim's appearance, but its victim's memories and abilities, as well.

A soultaker retains a given victim's soul for as long as it borrows that victim's identity. The soul is only released when the soultaker dies, or when it finds another soul to take the place of the first. Soultakers tend to capture and release souls on a monthly or weekly basis, if not more frequently, as they are constantly on the lookout for new and interesting souls to imprison and impersonate.

Impersonated Celebrity (CR 6) A soultaker using its assimilation ability to impersonate a famous musical performer has the same statistics as a minstrel until it reverts to its normal form.

Impersonated Official (CR 6) A soultaker using its assimilation ability to impersonate a ranking government official has the same statistics as a noble scion until it reverts to its normal form.

Impersonated Saint (CR 6) A soultaker using its assimilation ability to impersonate a famous religious personage has the same statistics as a holy warrior until it reverts to its normal form.

More to come.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I'm super impressed by the Runeshell. I might advance it to challenge my PCs with. What did you base the CR of the trap on?


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Creatures from the Mana Wastes, if you're doing Golarion stuff.


Could you design a really, really sinister version of the Warforged that is a construct, not a living construct, and that lack intellect?

Essentially, I want a construct designed to fight wars that is mindless, unthinking, and scary, and easily used as a villain.

Is it all right if I use this in a campaign setting I'm making?

Grand Lodge

The Skyrim Hargraven?
Hag with long arms covered in raven feathers. Casts fireball at will. Claw attacks. Can drain life. Can use ensorcelled seed pods to replace hearts to create undead tribal barbarians named 'Briarhearts'.


Thank you vey much. I am just making a few changes and posting them here so I can find them. Such as the reason I needed the copies was because teleports are rare in this game. Your choices were probably more optimal. Also they need to be able to pass for human.

This tall red haired man seems to radiance charisma.
Demonspawned (CR 15)
XP 52,200
LE Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +24
---
AC 30, touch 16, flat-footed 24 (+5 Dex, +1 dodge, +14 natural)
hp 230 (20d10+120)
Fort +12, Ref +17, Will +13
DR 15/good and piercing; Immune electricity, poison; SR 30
---
Speed 40 ft.
Melee +3 kukri +30/+25/+20/+15 (1d4+8/15–20), claw +20 (1d6+2), bite +20 (1d6+2)
Special Attacks detect thoughts
Spells Known (CL 14th; concentration +20)
7th (3/day)—Focused suggestion (mass) DC 21, D 23 for one
6th (5/day)—chain lightning (DC 21), suggestion (mass) (DC 21)
5th (7/day)—cone of cold (DC 20), dismissal, persistent image (DC 20)
4th (7/day)—charm monster (DC 19), Overwhelming Grief (DC 19), Confusion (DC 19) , stoneskin
3rd (7/day)—heroism, lightning bolt (DC 18), rage, suggestion (DC 18)
2nd (7/day)—acid arrow, bull's strength, invisibility, minor image (DC 17), touch of idiocy
1st (8/day)—charm person (DC 16), mage armor, magic missile, shield, silent image (DC 16)
0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, mending, message, prestidigitation, resistance
---
Str 20, Dex 20, Con 22, Int 13, Wis 13, Cha 20
Base Atk +20; CMB +25; CMD 41
Feats Combat Expertise, Dodge, Improved Critical (kukri), Improved Initiative, Improved Natural Armor (5), Weapon Finesse
Skills Bluff +32, Diplomacy +28, Disguise +36, Perception +24, Perform (any one) +28, Sense Motive +24, Stealth +28; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon; telepathy 60 ft.
SQ change shape (one fixed humanoid form, alter self), simulacrum
---
Environment any
Organization solitary, pair, or cult (3–12)
Treasure double (+3 kukri, six +1 kukris, other treasure)
---
Detect Thoughts (Su) A demonspawned can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a demonspawned uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 25 Will save. The save DC is Charisma-based.
Simulacrum (Su) By concentrating for one full hour, a demonspawned can create a simulacrum of itself as per the spell of the same name (CL 18th). Each simulacra has the same change shape options, immunities, and telepathy ability as the demonspawned, but otherwise has the statistics of a normal, full-powered rakshasa. The +1 kukri and other treasure carried by each simulacra is taken from the treasure of the demonspawned. The demonspawned can have up to six simulacra of itself at any one time. The demonspawned and each of its simulacra are aware of anything that happens to each of the others, as if they shared the same set of memories.

The demonspawned are a breed of rakshasa belonging to an Abyssal bloodline. They can be physically distinguished from other rakshasa by the fact that their appearances resemble not particular animals, but a chaotic admixture of several. Despite their demonic heritage, demonspawned feel a closer kinship to their rakshasa cousins, with whom they share a common alignment and culture.

Unlike purebred demons and purebred rakshasa, the demonspawned possess the ability to be in more than one place at the same time through the creation of simulacra. This ability, which sages theorize may be a cross between the innate sorcery of a rakshasa and the ability of some demons to summon others of their kind, is unique to the demonspawned. Accordingly, demonspawned rely upon it to confound and outmaneuver unsuspecting opponents. They also use their simulacra to limit their exposure to potential betrayal when enacting plots that would otherwise require multiple participants.

Like other rakshasa, demonspawned value depraved hedonism and despise genuine religion. They often create self-aggrandizing cults for the sole purpose of mocking true religions, though cult members and the public at large may not be aware of this ultimate agenda. Demonspawned cult leaders prefer to recruit willing members, and do not use their enchantment magic to directly swell the ranks of their so-called faith. They instead use charms and compulsions to turn non-believers into pliant slaves, whom they loan out to willing converts as rewards for loyal service....


I think I'll test my luck and ask for another epic monster to destro-...challenge my PCs with. Since I have a couple ideas, I think I'll toss them out and see what the great Meepo finds the most interesting, since I'm not greedy enough to ask for all of them, lol

A CR 12ish tiny Outsider that animates a huge sized construct as a nest

A CR 7 Good Aligned denizen of the Negative Energy Plane. (With a possible weak PC viable variant)

A CR 5 swarm of tiny Dragons.

Or! A CR 17+ Tane, Maybe a swarm or elemental?

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